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}-{obbes
08-14-2003, 02:40 AM
Ok, so i'm modeling a hand for my low poly char and got the shape all done n then moved on to optimizing the polys, merge, etc etc. So then i came on this one set of poys on the palm, figured i dind't need the slight indentation n merged the verts to save 2 triangle, n wham, my shader went all freaky. I put a texture on to make sure its not somethin with the material and it was all freaky too. I really dont know whats goin on, anyone know?

}-{obbes
08-14-2003, 02:42 AM
Hmm, it dind't attach my pics. Lets see if it does on this one.

}-{obbes
08-14-2003, 02:43 AM
There, now just 3 more to go.

}-{obbes
08-14-2003, 02:53 AM
Luck is holdin up, sry for the tons of posts. size limit is evil.

}-{obbes
08-14-2003, 02:55 AM
Last one. 20k limit is evil, 30 woulda been nice, then i coulda had a decent size, not the horrible one its at now. At least what i need looked at is visible.

TheWraith
08-14-2003, 03:43 AM
theres a couple things to do. first make sure all the vertices are merged and then select the poly object, not component mode, and do an edit polygons -> normals -> set to face. also you might wanna do a poly cleanup to make sure ou don't have non-manifold geometry. but the set to face should be the only thing you need

}-{obbes
08-14-2003, 04:14 AM
That fixed it. Thanks. Coulda sworn i had checked the normals, oh well. So pretty much when i merged it, it did some funky thing and reversed normals? If not mind tellin me what technically happened?

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